The heal rune repairs damage done to a thing. In a living creature it will repair 1 hit point/power. Broken bones take 20 power to heal. Please note that healing causes the body to heal quicker, but the effects of the damage still remain. For example, large cuts and battle wounds will still leave scars. Burns will still leave disconfigured skin. In order to heal and leave no trace, the caster must allocate 5 power per hit point.
50 power will repair 1 lost attribute. On non-living things 10 power will repair 1 AP. Heal has a permanent effect, so duration is of no consequence. Heal is resisted by the Con of the of the recipient.
Jeremy the Battle Surgeon has a Will of 5 and a Heal spell of 6. He is aiding his fallen comrade (Con of 8). Needing no area of effect (his hands are on the wound) and no range, he throws his spell with an power of 10. His target number is 4. He only gains 3 successes, so has a power of 60 damage and takes 7 drain. His comrade resists 43 power, and so is healed 17 HP.
Special Rules
Scarring
Healing damage will fix damaging effects of the wound away, but scarring still remains. Scars cannot be partially removed, they are affected as a whole. A scar’s size depends on the amount of damage done. Any damage done to a character will create a scar of the same size as the HP damage done. Therefore, a 28 point cut would create a 28 point scar. For burns, there is a multiplier based on the severity of the burn (See table below):
| Degree | Multiplier | Comments |
| First | 1/2 | No scarring results |
| Second | 1 | Minor results |
| Third | 2 | Scarring will result; nerve damage |
| Fourth | 2 | Skin and nerves are irretrievably lost |
| Fifth | 2 | Skin, muscle, and nerves are irretrievably lost |
| Sixth | 3 | Skin, muscle, and nerves are irretrievably lost; Bone damaged |
This is an Instantaneous Spell.